Rascal.
It's nice to have a reward in the game even if it is random
Rascal.
It's nice to have a reward in the game even if it is random
Quote from allyourbasesaregone»
I'm sorry to tell you you'll have to look for new chunks to get the fixed ratio again, heh, might be good bit of travelling...
It stands to reason it's wise to wait until 1.18 + a few patches before trusting this update as our vanilla Minecraft experience,
and actually I've recently considered a new world by the time 1.18 update comes out,
because it means deeper mines are available at world creation in the original spawn area, and with no need to travel
hundreds or thousands of blocks elsewhere.
the diamond ore generation being fixed is nice
and contents of a shulker box being deleted just for dying it didn't affect me or friends thankfully, as we had already dyed our shulker boxes before the 1.17 update.
that bug being fixed according to that list is very nice too.
now we just need to be patient for 1.18, when the full features of Caves and Cliffs are open
actually I'd suggest waiting for a couple of patches after 1.18 is first released, just to be on the safe side,
you never know what bothersome glitch could cause other lost items or for something else to not work the way it should.
this update from what this list suggests, is a revised version of 1.17, functioning as intended,
it would be sensible to assume patches would be needed for 1.18 because there could be bugs with terrain generation still,
or severe ones that cause chest items to get deleted which is awful.
Quote from Justin_Grande»
This Minecraft update is beautiful but I had one problem on 2GB RAM phone is too lags, takes long time to load.
2gb of RAM is no longer ideal for the game. It was for the older versions which is why it ran so great on the Wii U, but things have changed.
Quote from allyourbasesaregone»
Seems like the game is ruined balance wise, Agtrigormortis was right.
It's now easier to get diamonds from raiding structures or trading than from actual mining.
So a wise miner will only mine emeralds from now on...
which is a completely backwards way to solve the balancing problem, if anything the diamond trading system should have been nerfed, not the presence of diamond ore.
I am no longer excited for 1.18 because of this. I agree with TheMasterCaver on this one, we have much less incentive to explore the new cave systems due to the vastly increased rarity of diamond ore, which presumably not even the technique of strip mining can do much to fix.
awful decision, I hope the community puts up enough of a backlash over this to encourage Mojange to put the ore generation back to what it once was. It wasn't broken before and the standard ore generation should have been left alone. If people wanted that much of a challenge that they wanted ores to be rarer then there should be world settings for that, it shouldn't be forced on everybody else, just because they disagreed with us.
2
I'd also want some Skeletons to carry a shield, I mean really, not every server is going to have PVP enabled, or even if they do they may not be actively griefing each other, in which case shields have very limited and circumstantial use.
This would give axes somewhat a better use in combat since you could use the axe to do more damage than with a sword, which makes sense.
I'd want Skeletons to do a lot more than just throw bones whenever they don't have a bow or sword. If they carried shields then fighting them would be more fun and engaging.
1
Well, since you've allowed other people to use creative mode, which presumably involves commands, I suppose cheats isn't against your rules.
But if you're good at the game you don't need creative mode really,
as long as you remember to use sufficient lighting or half slabs you can spawn proof any area in the Overworld,
or just use a mushroom field biome, your choice.
and most resources in the game are renewable.
I'd suggest setting up an ultra large multi farm at original spawn, that way resources aren't a problem for anyone who wants to join
but remain in survival mode. If they're worried about tools breaking, use mending, problem solved.
with work it is possible to have a decent villager trade marketplace set up, with all the valuable trades you could possibly want,
including armour and tools.
0
I like this suggestion, but this isn't enough in my opinion, it partially addresses the long standing issue with Nether Fortresses if this is intended to be ultra rare loot found in them. A horse armour that is immune to lava but otherwise provides the same benefits as diamond armour.
We could do with larger Nether Fortress generation, with the additional chambers having new hostile mobs in them, like Demonic Knights, or goblins in full body armour and with enchanted swords, if they won't add goblins in the underground sections of the Overworld, the Nether would be the next best thing here. Obviously what we're going for here is adding in challenging mini bosses, that can do a lot of damage to you and even kill you in two or three hits (5 to 6 hits if you're wearing armour, but being ganged up on is still a problem) if you're not careful, but with this it would feel like the Netherite Horse armour and any other new rare item was truly earned once found.
Netherite Horse armour found at a low probability inside chests inside these new Nether Fortress chambers would be wonderful in my opinion,
also it would be even sweeter if these generated in the core of the structure, or attempted to, forcing players to take a risk by going through the maze if you will if they want the new loot item.
1
It's a ridiculous requirement because if you're signing into the account from the same IP address at the time when the account was created, Microsoft don't have a good excuse to say it was suspicious. They even record a history of logins from where and when you signed into your Microsoft account.
Stuff like phone numbers and two step verification should be optional, they do increase the security of your account though, because it makes it harder for other people to gain access to your account.
The only circumstances to my knowledge where your IP would change is if your IP isn't static, if you masked it with a VPN, or if you had moved home.
But again Microsoft know this, they shouldn't say your sign in was suspicious unless they have good evidence to do so.
0
I'm not suggesting reduce the drop rate of said goodies, however don't you think it is too OP to be able to get certain items for free? for just standing around all day doing nothing or existing within a vicinity of an auto grinder machine? if it required player input, say you fishing for your enchantments, it would improve the game drastically, same thing with copper drops from Drowned Zombies, you want them? fight them.
Similarly, I and another person who posted in this thread believe it would be too overpowered to let charcoal just automatically drop from a tree that got struck by lightning, simply because of a weather event.
I don't like games becoming too grindy, though, so there should be limits to said nerfs.
Otherwise it's forcing players to go through more unrewarding tasks, therefore ruining the game.
0
I'd rather have more cave systems to explore and more hostile mobs to encounter within those caves to fight,
instead of simply making the game more grindy, which is an unimaginative and unoriginal way to add challenge to a game in most situations.
I do agree we should have more types of trees in the Overworld too, I've said before I would like cherry blossom and willow to be added to make forests much more vibrant and fun to explore.
In a Wildlife update, after 1.19, I hope Mojang considers this, adding more plant life and animals into the game besides just frogs, fireflies and mangrove trees. There are quite literally hundreds of different mobs and plants they could add to the game that would make the Overworld much less boring.
I wouldn't mind more neutral mobs being added either, such as hippopotamus, swans, penguins, seagulls etc.
As well as hostile mobs like sharks, that rarely but do attack players in the ocean biomes, having the probability of said attack being increased if players are low on health or if they are carrying raw meat or rotten flesh. Stuff like this would improve the game a lot, as opposed to simply reducing the rate of what goodies mobs drop after killing them, which often makes the game tedious and not fun to play.
0
I don't know what the solution is, it is a fair point for people to say once they have a maximum fortune enchanted pickaxe then coal is no longer an issue for them to get in vast amounts, so they wouldn't have much use for charcoal by that point.
Coal is only renewable if you get it off Wither skeletons however, but they have such a pathetic spawn rate in Nether fortresses that it's hardly worth it, and increasing their spawn rate would ramp up the difficulty to absurd levels as the player would be getting killed by them often, because of the amount of damage they do.
Charcoal is a great early game item though because it means players don't need to be in a hurry to get enchantments for their pickaxe.
It being so easy to get and being renewable is justifiable enough to keep it in the game. Charcoal is a basic resource that any player should have access too once they have crafted a furnace, I don't believe charcoal should drop by trees getting struck by lightning though, there is too much AFK resource stuff going on in the game already.
After some thought I've come to the conclusion that the only automated farms that should exist in the game, if they are to exist at all,
is stuff to do with plant based food items, it would give redstone an important use for sure. But charcoal? no, I wholeheartedly disagree with this one.
0
Yup, sugar cane can be farmed and planted in deserts with water buckets on hand, but sugar itself doesn't serve as a food source in the game, so players who start out in the middle of village-less deserts are out of luck here. Attempting to kill Husks with melee is likely to get you killed, even if it didn't, rotten flesh is a terrible food item, if it can even be called that, it's not supposed to be edible for humans.
It is also overpowered considering rotten flesh can be used to regenerate your health in the game.
Honestly rotten flesh and raw meats etc, should be nerfed so that neither are safe to eat, are likely to poison you,
and raw meat should need cooking in the game imo.
Glad we agree though, deserts with no other biome in sight are just bad,
Jungles are also hated for some reason, but at least with jungles you've got easy access to wood and food,
seeing as melons spawn there. I wouldn't go as far to say I hate jungles, just got to be careful when you're walking through them
and don't come out at night time. Players are not supposed to be walking around at night with no armour on.
1
But when you add cauldrons to the list that is extra stuff to carry into the Nether, which means more inventory space required, presumably while stackable they'd also not have water already in them and would need to be filled, at each outpost inside the Nether.
Eventually, when you keep adding in extra stuff that players need to carry with them into other dimensions it negates the benefits of Shulker boxes. Shulker boxes only have 27 slots each, same thing with Ender Chest, which can have its effective total capacity expanded 27 times by Shulker boxes.
Not allowing the Nether speed up dehydration would help alleviate this problem, I don't like features becoming useless, nobody does.
This is why I am sceptical of some suggestions that nerf existing features in the game.
1
I wouldn't put my first base in deserts though, deserts are good to have as a neighboring biome next to a forest, so you're provided with a good supply of glass and concrete assuming you also mined gravel, but to start out in a desert, far away from any other biome, sucks in my opinion and is most definitely not an ideal place to build your first base in, unless you find a village.
Most players who started out in a desert biome either migrated away from them or used villages as a temporary accommodation until they were ready to set up permanent base.
1
The Nether is also a mystical realm, where normal rules may not apply, the entire concept of the Nether itself can be considered BS since there is no such thing as the underworld, but we just roll with it because it's Minecraft.
It is also implied that the passage of time is different inside the Nether compared to the Overworld, seeing as every 1 block you step is an equivalent of 8 blocks in the Overworld, meaning time is slower in the Nether, that is weird considering gravity inside the Nether is the same, so where is the time dilation effect coming from?
For the sake of better gameplay and the fact water doesn't exist in the Nether outside of Piglin bartering, I don't believe it would be a good idea to make dehydration happen faster in the Nether just because there is a lot of heat around. The fact water is much more scarce there, in every biome, is challenging enough imo.
0
I suggest adding in a thirst mechanic, also I forgot to add at the time of the original post but I made some clarification in the thread of my suggestion that I think it would be a good idea if dehydration could kill players directly if they don't drink water in time in hardcore mode. Also in cold biomes, cold water should cause a hypothermia status effect which can also kill players, introducing new environmental hazards to survival and make it more of a challenge.
This is a much better solution to improving the game instead of simply making the game more grindy,
which most people hate. More variety is key here, not drastically slowing down progress for the sake of it.
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3123999-climate-update-and-new-environmental-hazards#c3
1
if thirst killed players directly then it wouldn't be a well received decision, so instead having it cause a status effect which may lead to dying indirectly is the best course of action. The simple fact is a lot of people in the Minecraft community are not going to accept the challenge a true thirst mechanic would bring, even though there are other survival games that do have it. Perhaps thirst could be made to kill players in hardcore mode, but doing it on lower difficulties is likely going to cause backlash, so a compromise must be made here, and I've already thought of one, while giving water bottles another use besides just making potions and emptying to stack the bottles.
By the way, potions could be made to rehydrate players too, I forgot to add that detail in, but I do agree with this idea just in case
anyone is wondering.
Cold water close to or underneath Ice Spikes biomes can be made to kill players directly though if they are not wearing Frost Walker enchantment or don't have a conduit nearby, if players remain in it for too long via a new hypothermia status effect. You already have drowning, so why not this? a new potion could be introduced to make players temporarily immune to hypothermia status effect, frost resistance to be exact. Another way to survive in cold water can be to use magma blocks, and if players are within a given radius of them the water is warm enough to not cause hypothermia.
0
The current water physics need to be changed, having lake water be replenished by the natural water cycle makes the most sense, not having an infinitely farmable water source that doesn't rely on rainfall or weather conditions.
If water physics were changed so that plumbing could be introduced and actively encouraged in the game, it would make the survival experience that much more enjoyable, as would adding a thirst mechanic so dehydration had some kind of a consequence for the player, like causing mining fatigue if the player is dehydrated and until they refill their hydration meter, they're stuck with that effect.
Pumps to refill or drain as well as pipes to transport water made with copper would improve a lot with this game,
and it would give players many more uses for copper.
1
With what you've suggested which is pretty darn good, it would also prevent players from moving a bed that was placed down by a friend, yes they could still use it but only in that one particular spot which may not be a safe area and could very well be in the middle of a forest where Creepers could be hiding.
Beds should require crafting if players want one in their own base, and players should not be able to steal or even borrow another player bed while moving it somewhere else, beds should either be used where they were originally placed or they craft a new one, upon destruction no drop, this would balance beds so that they can't be abused by theft. Your suggestion would also discourage using beds everywhere they go, because it would continue to cost them additional resources whenever they wished to place a new one, although I still think it would help if hostile mobs could wake players up if they used a bed in a non secure area that wasn't lit up properly or isn't secured with bottom half slabs, this would ensure players are not just placing beds everywhere and skipping the night without putting thought or strategy into their base building.